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    Article: 1852 of rec.games.frp.archives

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    Subject: RESOURCE: Trek Guide (1)Followup-To: rec.games.frp.misc

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    -----------------------------------------------------------------------

    THE FANTASY GUIDE TO STAR TREK

    BY

    CAPTAIN SULU COM. CARLSON

    Space: The Final Frontier...

    -- Gene Rodenberry

    -----------------------------------------------------------------------

    TABLE OF CONTENTS

    Preface

    Alien Species In Star Trek

    We Are Borg

    The People

    A Few Weapons Of Star Trek

    Adventure Story

    "Fifty Ways To Kill An Ensign"

    Special Thanks

    -----------------------------------------------------------------------

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      PREFACE

    The information presented here is so that the GM may create NPCs

    based on the Star Trek environment. The information isn't extensive

    enough for the creation of Star Trek characters. For people who wish to

    play with Star Trek characters, they should purchase the Star TrekRoleplaying Game.

    The information presented here is for a GM to run fantasy

    adventures in the Star Trek environment without playing the complicated

    Star Trek Roleplaying Game.

    -----------------------------------------------------------------------

    ALIEN SPECIES IN STAR TREK

    TABLE: Racial Ability Requirements

    Ability Human Klingon Vulcan Romulan

    Strength 3/18 6/21 6/21 3/18

    Dexterity 3/18 3/18 3/18 3/18

    Constitution 3/18 3/18 4/19 4/19

    Intelligence 3/18 3/18 6/21 4/19

    Wisdom 3/18 3/18 3/18 3/18

    Charisma 3/18 2/17 2/17 3/18

    Ability Kzin Andorian Tellarite Gorn

    Strength 3/24 6/21 2/17 3/24

    Dexterity 14/24 4/19 3/18 2/17

    Constitution 3/18 3/18 4/19 4/19Intelligence 3/18 4/19 3/18 3/18

    Wisdom 3/18 4/19 3/18 3/18

    Charisma 3/18 2/17 1/16 1/16

    Ability Betazoid Bajoran Cardassian Ferengi

    Strength 3/18 3/18 3/18 2/16

    Dexterity 3/18 3/18 3/18 2/16

    Constitution 3/18 3/18 4/19 3/18

    Intelligence 3/18 4/19 3/18 3/18

    Wisdom 3/18 4/19 3/18 3/18

    Charisma 3/18 3/18 2/17 1/16

    TABLE: Racial Ability Adjustments

    Race Adjustments

    Tera Human -----

    Human Varies by world of origin based on gravity (When working

    in a "normal" G-Field):

    Lt. Gravity: -3 Strength; +3 Dexterity, -30% Weight

    Hv. Gravity: +3 Strength; -3 Constitution, +30% Weight

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    Klingon +3 Strength; -1 Charisma

    Vulcan +3 Strength; +3 Intelligence; +1 Constitution;

    -1 Charisma

    Romulan +1 Intelligence; +1 Constitution

    Kzin Strength (3d8); Dexterity (2d6 + 12)

    Andorian +3 Strength; +1 Dexterity; +1 Intelligence; +1 Wisdom;

    -1 CharismaTellarite -1 Strength; +1 Constitution; -2 Charisma

    Gorn Strength (3d8); -1 Dexterity; +1 Constitution;

    -2 Charisma

    Betazoids No Adjustments

    Bajorans +1 Intelligence; +1 Wisdom

    Cardassians +1 Constitution; -1 Charisma

    Ferengi Strength (2d8); Dexterity (2d8); -2 Charisma

    TABLE: Average Height And Weight (Male/Female)

    Height In Inches Weight In Pounds

    Race Base Modifier Base ModifierHuman 69/55 2d10 154/132 6d10

    Klingon 88/74 2d12 176/111 5d20

    Vulcan 80/74 2d10 154/111 5d10

    Romulan 70/60 2d10 154/111 4d10

    Kzin 96/84 2d12 400/300 5d20

    Andorian 100/78 2d10 154/88 1d20

    Tellarite 78/96 2d10 176/330 6d20

    Gorn 87/61 2d12 440/220 5d20

    Betazoid 69/55 2d10 154/132 6d10

    Bajoran 69/55 2d10 154/132 6d10

    Cardassian 88/74 2d6 154/120 3d10

    Ferengi 59/65 2d4 130/160 3d10

    TABLE: Age

    Maximum Age Range

    Race (Base + Variable)

    Human 90 + 2d20

    Klingon 50 + 3d10

    Vulcan 150 + 5d20

    Romulan 125 + 3d20

    Kzin 50 + 3d20

    Andorian 90 + 2d20

    Tellarite 50 + 2d20

    Gorn 30 + 1d20Betazoid 100 + 5d10

    Bajoran [100 + 5d10]

    Cardassian [50 + 3d10]

    Ferengi [50 + 2d20]

    Algolian, pl. Algolians

    These tall humanoids have a gold leathery skin w/ small circular

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    openings about the head. They have wide set nostrils, and atop their

    head runs a single ridge, back to front. Algolians are famous for

    their "Ceremonial Rhythms."

    Andorian, pl. Andorians

    Andorians are humanoids with blue skin, white hair, and knobby

    antennae on top of their heads. They have no visible ears. No veinsin circulatory system.

    Andorians are by nature a violent race, but need reasons to

    quarrel. They generally appear as controlled as Vulcans.

    Families are important to Andorians, with marriages being made up

    of groups of four. They are not big believers in charity.

    Antican, pl. Anticans

    These "humanoid" beings bear a vague similarity to both

    Terrestrial canines and felines. They have longish muzzles, leathery

    skin and large balding craniums, although they have shaggy burnsides

    and moustaches. They are carnivorous, demanding fresh meat. They

    share the Beta Renna system with their ancient enemies, the Selay.

    Arcturian, pl.Arcturians

    These humanoids have a saggy gray skin, with numerous sags and

    folds on the face.

    Bajor or Bajoran, pl. Bajora or Bajorans

    The inhabitants of the planet Bajor belong to an ancient society

    with firm a dedication to spiritual pursuits. Striking architecture

    with rounded domes and spherical shapes marks the landscape of the

    world. The ancient Bajora were great architects and engineers "before

    humans were even standing erect."

    The people are deeply mystical, and believe in spiritual

    phenomena. They are devoted to a non-secular philosophy that differs

    greatly from Humanity's rational, scientific way of life.The Bajoran religious leader, known as the Kai, resides in the

    ancient monastery that is the center of spiritual life surrounded by

    monks who meditate and chant in chords. He or she challenges

    conventional human logic. The Kai seem to have an awareness on a

    higher plane of consciousness, knowing things they cannot possibly

    know. The 'powers'of the Kai are not always easy for more secular

    minds to accept at face value, but neither can they always be

    explained. The Kai often speaks in vague, mystical and indirect

    language, forcing the listener to seek the meaning.

    The Celestial Temple of the Prophets, the source of the "Tears

    of the Prophets", the mysterious orbs that have arrived each millenia

    to teach the populace, are among the fundamental sacraments of the

    Bajoran religion. The Pagh, roughly translated as "energy meridian,"can be explored through deep tissue massage of their ears, an

    exploration that seems to reveal a person's true

    nature. The Pagh is more than soul, or fate, but contains aspects of

    each. Another word for soul, as well as meaning Ghost, or Spirit is

    Borhya. Borhyas often remain after the body's death to give the person

    time to say goodbye to his or her past life.

    The ritual "Death Chant" sung by the monks is at least 2 hours

    long.

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      Since the Cardassian Invasion of Bajor, and the subsequent rape of

    the planet's resources Much of the culture has changed, as this people

    try to adapt to the needs of survival. Even with the Cardassian

    withdrawal, the political situation remains precarious and the only

    stabilizing influence is the Kai. Bajoran terrorists still populate

    refugee camps on neighboring planets.

    Barzan, pl. Barzani

    These humanoids have raised eyebrows and upswept "V" shaped

    forehead ridges. They must wear a breather unit. The Barzan culture

    is impoverished.

    Benzite, pl. Benzites.

    These beings are humanoid in shape. They are hairless, with a

    plue-gray skin. Facially, they bear more of a similarity to cat-fish

    than to humans, with feeler-like protrusions over-laying the mouth, and

    a mere nose slit. They have three fingers and two opposable thumbs.

    And they wear a special breathing unit that sit in front of their

    mouth.

    Benzites come from the planet Benzar. They have broad, possiblysocial, units called "Geostructures," and Benzites from the same

    geostructure tend to appear identical to non-Benzites.

    Betazoid, pl.Betazoids

    While Betazoids are essentially humans, they are listed

    individually because of their culture. The only physical differences

    between Betazoids and Earth Humans are a 10 month gestation period, and

    the entire population has eyes with solid dark pupils. Their pulse is

    aboute 76 BPM, BP is 110/72, respiration of 20, and a body temperature

    of 37.2 C. Betazoid women are not considered fully matured until they

    reach their "Phase," somewhere in their 40s or 50s when they reach

    Midlife. At this point, their sexual drive quadruples, and they are

    considered to be fully sexual.Their homeworld of Betazed is Earthlike, and has large oceans.

    Betazoids are telepathic as a race, although they are often merely

    empathic when dealing with other races. They are often uncomfortable

    around those species whose minds they can not read, like the Ferengi or

    the Breen. This telepathy is usually acquired at adolescence, and has

    created a society based on total honesty. There is a ritual "genetic

    bonding," a form of arranged marriage, performed with Betazoid

    children. The actual "Joining ceremony" of adults is performed with

    all participants and guests in the nude, to symbolize the act of love

    being celebrated.

    Bolian, pl. Bolians

    The inhabitants of Bolius IX come in three basic colors: lightgreen with a yellowish tinge; a blue tinged darker green; and a deeper,

    nearly flourescent blue. Men are bald, while the women have shorter

    hair, often reflecting the predominant color of their skin. Bolians

    have a small double ridge that vertically bisects their bodies, and

    long ears.

    Borg, pl. Borg

    The Borg may be more than one humanoid species who have been

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    transformed into a vast group mind, interconnected collective of

    cyborgs. The various Borg, and Borg vessels are interconnected through

    a subspace communications network. They are responsible for the

    destruction and "assimilation" of many civilizations. They have an

    extremely high technology level.

    Breen, pl. Breen

    Nothing is really known about this race beyond the fact that they

    are impenetrable to Betazoid telepathic powers.

    Brekkans/Onarons

    The inhabitants of these two planets are apparently identical in

    species. They are humanoid, but for a small ridgy surface at the

    bridge of the nose. They are capable of generating intense electrical

    charges from their bodies.

    Bulanoan, pl. Bulanoans

    These humanoids have a grayish reptilian skin and a scaly face,

    although they have hair sweeping around the rear of their heads.

    Bynar, pl. Bynars

    This diminuative humanoid race has a fairly large cranium:body

    ration. They are asexual. They have asymetrical ears, a lilght purple

    tone to their skin, and a ruff of purple hair along the base of the

    otherwise hairless skull.

    Bynars come from the planet Bynus, a planet in the Beta Magellan

    system. They often travel in pairs, and work in pairs. They are

    cybernetically interconected with their world's master computer by

    means of "mechanical" data buffers and biochips.

    Caitian, pl. Caitians

    These bipedal felinoids are human size. Females have thick manes,but otherwise have a fine short hair pelt, long tails, and large golden

    eyes. Males have no manes. Their fur is either orange or brown,

    although they may come in other colors.

    Caldonian, pl. Caldonians

    A very tall humanoid race, with a large bony forehead. They

    appear to have only three digits on their hands. The planet Caldonia

    is committed to scholarship and research as its primary trade product.

    Cardassian, pl. Cardassians

    Cardassians are tall humanoids, long necked, covered with cord-

    like ridges, especially along the jaws, ears, and parallel ridges

    sweeping up and away from the deep eye sockets and over the top of thehead. They have a grayish skin color.

    Cardassians were once a spiritual people, but due to increasing

    poverty brought on, apparently by depletion of their natural resources,

    they have become a visciously aggressive people, who have been

    described as having a "wolf-pack mentality." That there is a cultural

    struggle for dominance even in social settings is obvious even in the

    subtleties of their architecture, placing the dominant person above his

    subordinants.

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    Cheronian, pl. Cheronians

    The inhabitants of the planet Cheron are humanoid, with skin tones

    of black and white evenly dividing the body in half. They have the

    ability to generate electrical charges from their bodies. One was able

    to telepathically gain control of a ship's navigational computers, but

    this may have been an individual attribute, and not a species wideability.

    Chrysalian, pl. Chrysalians

    Un undescribed reace refered to as having "been at peace for more

    than 10 generations." They apparently do not get involved in

    interstellar matters.

    Deltan, pl. Deltans

    Deltans are an ancient, highly evolved race who appear completely

    human, and are listed individually because of their culture. The only

    physical difference between Deltans and Earth Humans are a 10 month

    gestation period. Deltans are either bald, or have thick luxurient

    white hair, which is never cut. They have an effective exocrinesystems that radiates pheromones that have an extreme effect on Humans.

    They are psi-empathic from birth. There is a strong psychic bond

    between a Deltan child and its mother.

    Deltans never bothered to explore Outer space, being far too

    interested in Inner space, and finding adventure and fulfillment within

    themselves. However, they are among the best navigators known.

    A major part of the Deltan culture is the sexual act. Deltans

    combine not merely their bodies but their minds and souls during sex,

    finding it far more fulfilling than the mere physical act. Because

    Humans are often emotionally incapacitated by this aspect of sex, and

    find the thought of returning to the unfulfilling human act

    intolerable, it is Starfleet policy that Deltans serving with "sexually

    immature" species must take an oath of celibacy.Deltan females often wear a "love band" about their heads to

    identify their sexual status. A male simply touching this band can

    invoke a sexual responce.

    Edo, pl. Edo

    These beings are tripeds, with 3 arms. They have orange skin,

    and yellow eyes.

    EXTRAGALACTIC, OR EXTRADIMENSIONAL CREATURES

    These include the Traveler's people, the Kelvans, and Sylivaand Kolb, the servants of the Old Ones.

    Ferengi, pl. Ferengi

    Ferengi are short, twisted humanoids, with huge hairless heads,

    big ears and sharp teeth. A forehead tatoo indicates the particular

    Ferengi is in the military. Ferengi have yellow blood.

    The Ferengi don't care about courage, although they are careful to

    cultivate the appearence of courage. Cheating and stealing are tests

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    of cunning and skill. Ferengi feel that a victim of a scam is at fault

    because they were not smart enough to protect themselves, nor were they

    wiley enough to get revenge.

    Ferengi have a form of "honor," typified by the Ferengi Code,

    which dictates theri behavior when caught doing something wrong.

    Ferengi men do not live with Ferengi women, and male children are

    brought up by their fathers.They are impenetrable to Betazoid telepathic powers, possibly due

    to their four "Brain nodes."

    "First Federation"

    The inhabitants of the "First Federation" are very small humanoids

    that look like small, bald children

    Gorn, pl. Gorn

    These seven foot tall bipeds are intellegent reptiles. They are

    very strong. They have three fingers (2 fingers and an opposable

    digit), and multi-faceted eyes, much like an insect's.

    Grizela, pl. GrizelasAn intellegent, hybernating species.

    Human, pl. Humans

    There are effectively three forms of humanity in the galaxy.

    There are humans born on Earth (Terra), there are humans who were born

    on any of the over a thousand colony worlds; and there are those humans

    that have no apparent Earth human ancestry. Among this third

    population include the Morg and Eymorg of Sigma Draconis VII, the

    Catulans, the Gideonites, the Iotions, the Zeons and Ekosian, and so

    forth. One might have difficulty classifying the inhabitants of

    "parallel" Earths, such as the Onlies of Miri's World, the Yangs and

    Khoms of Omega IV, or the Romans of Planet 892-VI, but for our

    purposes, they should be considered a portion of the third population.On some of the many worlds of humanity, particularly those that

    have been inhabited for a long time, the population has often evolved

    slightly in order to better adapt to local conditions. This evolution

    is best seen in the differences based on gravity.

    Regardless of this, on all planets inhabited by beings with a

    basically Human physiology, those beings are considered as Human. This

    is despite unimportant variations in height, weight, skin coloration,

    sensory enhancement, or other superficial differences. In general,

    humans range in skin tone from a light tan, with red tints, through a

    variety of brown and red shades, to a nearly black shade with purple

    highlights.

    It should be remembered that although two Humans may have

    basically the same physical characteristics, their motivations andcultural backgrounds may well be very different.

    Socially, humanity is continually developing, evolving out of the

    dark night of the late 20th and 21st centuries, and the aggressive

    period of colonization of the 22nd. Even so, they still often appear

    as adolescents against more mature civilizations such as the Vulcans,

    the Deltans and the Betazoids.

    Jarada (pronounced Harada), pl. Jarada

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      The Jarada are a reclusive insect race with a hive-mind culture.

    They are protocol obsessive and easily offended.

    Klingon, pl. Klingons

    Physically, the members of the Klingon species appear to be

    similar to Terran Humans. They tend to be larger in size than humans,

    with a greater muscle mass ratio, and they tend to reach their fullheight at an earlier age than do humans.

    There are a number of distinguishing features, however. The most

    notable is that Klingons have a large bony ridged patterned forehead,

    with a central ridge that begins at the tip if the nose and follows the

    centerline of the body over the top of the head, and down to the base

    of the spine. They also have short, hair-like spines on their legs and

    a single, large claw on each foot.

    Internally, there are a number of differences between Klingons and

    Humans, including a large number of secondary backups for biological

    systems. They have a large, 8 chambered heart, two livers, 23 ribs,

    double lines neural pia matter, a backup synaptic system, and even a

    small, auxiliary brain at the base of their spinal column, protected by

    the pelvic girdle.Klingon blood is a bright magenta and quickly dries to a red/brown

    color.

    Klingons have at least two skin tones, and it is reported that the

    darker skinned Klingons come from the northern regions, while the

    lighter skinned come from the more southern. Even so, Klinonds tend to

    be dark of complexion and hair color, as compared to humans, and male

    Klingons usually wear beards and mustaches.

    Klingons have an excellent sense of smell, and good vision.

    Klingons are, by nature, hunters, and the flame of the predator

    burns in their blood. Their preferred food is flesh, preferably raw

    and either freshly killed or else still living. This ancestral passion

    for violence, deeply rooted in their genetic structure, has shaped

    their culture, marking it as a true warrior's society.Aggression and conflict are natural, preferred states for most

    Klingons. Klingons have a long tradition of settling personal disputes

    and disagreements through physical confrontations.

    While their emotions are turbulent and at times savage, at times,

    Klingons will show a tenderness, and thoughtfulness that is surprising

    to the unprepared. In general, Klingon society stresses physical

    strength and fighting skills above mere intellectual achievement, and

    it seems that most Klingon scientific effort goes into developing tools

    of warfare. However, the works of Klingon novelists, as well as their

    art, opera and poetry show this not to be the case. The "tea

    ceremony," named for the human ritual it vaguely resembles, is an

    artistic masterpiece of ritual.

    Klingons come from the planet Kronos, a green world orbiting thestar Klingon. It has one major landmass, the rest of the planet

    remaining covered by ocean. This large area of open sea, and the

    planet's seriously tilted axis, combine to give the planet a very

    turbulent atmosphere, and a broad range of temperatures, extending to

    the extremes.

    The government of the "Klingon Imperial Empire" is not always

    clear. While there has been mention in the past of an Emperor, there

    is no sign of such a person. The Empire is governed by the Klingon

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    High Council, consisting of about ten Councilors, and the Supreme

    Commander. Whether the Supreme Commander also holds the title of

    Chancellor is not known.

    At least for the males, the Klingon cultural hierarchy is similar

    to that of some terrestrial primates, in their contests for dominance

    with in the "tribe," with, in theory, the most dominant Klingon ruling

    the empire. This may not be exactly true, and it appears that in theupper levels of the government there are other roads to power than mere

    physical prowess. But every dominant male must be prepared for

    challenges to his authority from the more submissive males. Personal

    charisma has little importance to Klingons society than strength.

    Central to an understanding of Klingon culture is the Klingon view

    of honor. Honor is very important to a Klingon, and a Klingon's

    personal honor is closely intertwined with that of his family. It is

    the family and the relationship of the family to the larger "tribe"

    that sets the pattern of behavior toward the "tribe" as a whole. These

    are described in the myths and legends of Kahless the Unforgettable and

    his brother Morath.

    A Klingon male's personal relationship to the "tribe" of Klingon

    society can be seen by noting several of the rites of passage a Klingonmust go through.

    The first of these is the "Age of Inclusion." This is the age at

    which a child is recognized by the "tribe" as a living entity. It

    occurs about the age of 6. Prior to this time, the child is reared as

    though it were a true Klingon child, but with the recognition that in

    the violence of the world, that child may die with no great sense of

    loss to the family.

    The second major rite of passage is the Age of Ascension, when the

    Klingon child becomes a Klingon Adult, and a full member of the

    "tribe." This rite is celebrated when the child is about 16 years old.

    Every 10 years after that, a portion of the ceremony is repeated, with

    tests of skill and courage to show the Klingon's friends and family the

    depth of his personal strength, and thereby his value to the tribe.This importance of belonging to the tribe may be seen in the Ritual of

    Discommendation, where a Klingon is formally ostracized, turned out

    from the "tribe." A Klingon who has gone through this ritual is

    considered dead by all Klingons, and where possible it is made to seem

    as though that person had never existed.

    Another important ritual is the Bonding, the Rustaii, which makes

    an outsider a part of a Klingon's family.

    The role of women in Klingon society is not clearly understood

    yet, but it appears that women are not accepted into political power.

    In sexual matters, however, it is the woman who is the more aggressive.

    Little is known about Klingon child bearing and rearing, but it

    appears that the Klingon gestation period is about 111 days, and that

    during the first few years the growth of the child is very rapid. Thisimplies a delay in the full development of the Klingon brain, a

    development that takes place after birth rather than in the womb, but

    of course this is conjectural.

    There is a classic belief that Klingons move up through the ranks

    by assassination, can not be true, since there are old Klingons in high

    ranking positions, and besides that would mean a tremendous level of

    attrition among the ranks. However, should a Klingon leader cease to

    be able to command effectively, killing him before he dishonors himself

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    or weakens his unit, is an honorable action. Also, any subservient

    males who remained under a weak male are, by implication, expressing

    their own weaknesses.

    Murders and challenges to power, however, should not be anonymous

    things. A Klingon ordered to kill a prisoner will make certain that

    the victim first sees the face of his or her killer. A knife to the

    heart is an honorable death, as is dying by any weapon. Stabbing orshooting the victim in the back, by the way, may be considered a

    courtesy, so that the victim needn't dishonor himself either by further

    by fighting his inevitable death, and spared the indignity of being

    wrestled to the ground. A knife to the heart is an honorable death, as

    is dying by any weapon.

    On the other hand, killing by poison is not honorable because the

    assassin can do so and not never let his victim know who his murderer

    was. The same is true of sniping at a target from a distance. And it

    may be this philosophy that has kept the Klingon race from destroying

    itself with nuclear weapons.

    Illness is not considered honorable, and so the level of Klingon

    medicine is quite primitive, by comparison to that of Humans. A

    Klingon who is seriously ill, or debilitated by physical injury isexpected to kill himself, in order to keep from dishonoring his family,

    as well as forcing them to endure a lingering illness.

    Klingons, as a rule, do not lie, and take a VERY dim view of those

    who do. Klingons do not cheat, steal or bluff, either. Klingons do

    not drink or socialize with their enemies, outside of specified neutral

    areas, where this rigidness may be relaxed to an extent. Klingons do

    not take hostages, as that is a cowardly act, although they are capable

    of committing savage reprisals against subject populations. Klingons

    never surrender, and have absolutely no regard for anyone that would so

    dishonor himself. With their concept of honor above life, death in the

    line of duty is the best death for a warrior. Klingons do not fear

    death, but rather they celebrate the release of the spirit at death,

    noting the instant with a ceremonial wailing to warn the dead that aKlingon will soon be among them.

    Little is known of the Klingon spiritual life. They have a belief

    in Jat'lyn, or the possession of the living by the dead, and while they

    have no devil in thier religion, they do have Fek'lyr, who guards the

    souls of the dishonored.

    Koinonian, pl. Koinonians

    Little is known about this humanoid race that destroyed itself

    in a multi-generational war centuries ago.

    Kriosian, pl. Kriosians

    Not to be confused with the Klingon colony of Krios, the world of

    Krios, like that of its colony world of Valt Minor is inhabited by ahumanoid race, distinguishable from human only by a line of "leopard"

    or "giraffe" spots along the hairline and down the neck. This race

    produces "empathic metamorphs," of both genders (although the female is

    more rare than the male). Whese metamorphs reach sexual maturity, they

    begin to emit high levels of pheromones, and begin to empathically

    adapt themselves to the members of the appropriate gender around them,

    becoming the "Perfect Mate" for the one they finally bond with.

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    Kzin, pl. Kzinti

    (Note: Animated Series only)

    The Kzinti are a species of large felinoids, or cat creatures.

    They range about 8' tall, standing bipedally, and weigh in excess of

    300 lbs. They are covered in orange and black fur, have claws that

    extend from their finger tips, ears that resemble Chinese parasol

    segments, and long naked rat-like tails. They are culturallycarnivorus, although, biologically omnivorous. They have an extensive

    rib structure that acts as a form of internal armor.

    They are a warrior species, bred and genetically engineered in

    antiquity by their ancestors to be the equal of their legendary heros.

    They are extremely aggressive and competitive, each Kzin struggling to

    achieve fame and glory. The Kzinti have fought Humanity in four wars,

    and were eventually beaten each time. They had been at a medieval

    cultural level, and about a rennaissance technological level when they

    were discovered by the five armed Jatoki. The Jatoki tried to hire the

    Kzin as a mercenary species, and in turn became the Kzinti first slave

    race.

    While the male Kzinti were being reborn as Heros, the females were

    being genetically reassembled into barely-sentient subservience.The Rijt are the Patriarch's clan, or the ruling family of Kzin.

    In general Kzinti have no names, and are merely designated by their

    job, until they earned a name, or partial name, through some grand and

    heroic activity.

    Some Kzin have telepathic powers, although these are rare. They

    are addicts of a hormone extracted from the Sthondat, an animal from

    the Kzin Homeworld. Telepaths are often nearly insane, by either Kzin

    or Human standards. They are also careless about their appearance, and

    are in many ways the antithesis of the Kzin Hero.

    Medusan, pl. Medusans

    Nothing is known about the physical description of these beings,

    except that if they are corporeal, they are very small. The mere sightof a Medusan will drive nearly anyone, of any race, insane. Medusans

    are excellent navigators.

    Melkot, pl. Melkotians, or Melkots

    This highly civilized race is very xenophobic. They appear to be

    nothing more than a head and a neck ending in tentacles, floating above

    the ground. They also have large round, bright yellow glowing eyes.

    However, considering their tremendous mental powers, including

    telepathy and illusion, this may not be their true appearance.

    Mintakan, pl. Mintakans

    These are vulcanoids, although with a more pronounced forehead

    bulge. Their culture is at a level equivalent to early bronze age.

    Mizarian, pl. Mizarians, also Myzarians

    These humanoids are white skinned, with wrinkled, striated faces,

    and usually wear elaborate hoods resembling the Sydney Opera House.

    The people of the planet Mizar II are by nature intellectual pacifists.

    The planet has been conquered 6 times in the past 300 years.

    Orion, pl. Orions

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      Note: It is assumed that there is a connection between these and

    the inhabitants of "O'Ryans Planet" mentioned in the background

    literature of ST:TMP.

    Orion slave girls are humanoid, green and exotic. Allegedly

    animals bred for pleasure.

    Shaman priests are humanoid, but biological details are hidden

    behind featureless golden masks and leather ceremonial garb resemblingthat of a Native American plains tribe as viewed in a television

    western.

    Pakled, pl. Pakled

    These are rotund, lethargic humanoids with bushy upswept eyebrows,

    bulging forehead, heavily bagged eyes, and a dewlip. They are not the

    most intellegent race in the galaxy, but they are fairly sneaky.

    Pentarus (?)

    These are humanoids indistinguishable from human, but for a single

    bushy eyebrow across the forehead, although this may just be a fashion

    statement.

    Romulan, pl. Romulans

    Romulans are the descendents of an ancient Vulcan colony, and

    hence are physically similar to Vulcans, although some Romulans have

    bulkier foreheads. "Romulan" is the name of the race given by the

    Earth Space Forces that met them in combat, basing their views on the

    unseen foe on the details they could piece together from combat tactics

    and debris details that were reminiscent of Ancient Rome.

    The Romulan home world is the third world of a binary star system,

    call Romulus and Remii by Human astronomers. The home world is, in

    turn part of a dual planet system, and is also called Romulus. Romulus

    is geologically very active. It has two continents, Dektenb and

    Masfarik, and at least one sea, the Apnex.

    The continent of Dektenb has the Firefalls of Gath Gal'thong and thecapitol city of Dartha. Masfarik, on the other hand, is notably more

    rocky and barren, with its cities set on the few oases on the

    continent.

    Romulan cities are built vertically and very tall, from beautiful

    and magestic monumental architecture at the top, and stretching down to

    dark and grim catacombs set into the bed-rock of the planet. Most

    Romulans live in apartment complexes, with only those with the most

    power living in individual, almost palatial houses.

    The Government consists of a single, powerful "Praetor," less

    powerful, but possible as influential "Proconsuls," and a Senate.

    Romulans are intelligent, dedicated, and extremely efficient.

    Romulans, unlike Vulcans, are very much creatures of pride, aggressive

    emotions and passions, and possessing the capacity for great violencewhen provoked.

    Romulans are superb warriors, fighting in a cool, calculating

    manner, and conquest is considered the "Romulan Path to Glory." They

    generally don't take prisoners, although they have been known to

    capture prisoners for information, killing them when their usefullness

    comes to an end. Romulans neither ask nor give quarter. They will

    destroy their own ships and people rather than allow them to be

    captured, preferring an honorable suicide to failure.

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      The Romulan lifestyle is Spartan and militaristic, with the

    personal wants and needs of the individual often surrendered to the

    good of the whole. Romulan leaders demand instant obedience from the

    populace, and like many Human totalitarian regimes are seeming obsessed

    with security.

    Romulan culture favors obedience over original thought and action,

    and thus Romulan creative intellectual achievement is not as highlydeveloped as thier Vulcan cousins'. Romulans seem to be missing the

    Vulcan psychic powers, as well as such common Vulcan maneuvers as the

    Neck Pinch. Romulans are sexually egalitarian. Romulans view human

    culture, and by extention, as exploitive and short-sighted.

    Romulans have an absolute belief in their own superiority. They

    are often highly manipulative in their affairs, adjusting circumstances

    carefully, plotting as if playing a game of chess. They will generally

    wait for their adversaries to make aggressive moves first, testing the

    resolve of their opponents.

    The Romulan salute to their superiors is the right fist struck

    over the chest then held out, palm down.

    SaurianNothing is known of this species.

    Selay, pl. Selay

    The Selay are bipedal reptiles and are about human height and

    weight. They have a cobra-like "hood,"and they are a dark green color.

    They have an excellent sense of smell. They have four digits, of which

    the "dew claw" has evolved into an opposable thumb. Their dark blue-

    green planet orbits Beta Renna, a star they share with their ancient

    enemies, the Anticans.

    SHAPESHIFTERS

    These include the Antosians, the Chameloids and the Lassomorphs of

    Daled IV.

    Skeliak, pl. Sheliak

    The Sheliak Corporate is a reclusive culture that are fixated one

    precision in language and view humanoids as lesser life-forms. They

    are technological humanoids that resemble a wrap of black, mucous

    secreting folds and tenticles.

    Solari, pl. Solarians

    These are stoop-shouldered, craggy-faced humanoids from the planet

    Solais. They have been engaged in a war between the blond andbrunettes of their population for the past 1500 years.

    SUPERRACES

    Talarian, pl. Talarians

    Talarians are outwardly humanoid, although they have a ridge on

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    the top of their heads, running front to back, and the men are balding.

    Talarians express greetings by touching foreheads. They have a rigidly

    patriarchal society. The highest concepts in the culture are honor,

    family and duty to their superiors. While they are ruthless in combat,

    they will adopt an enemies' children.

    Tanaguan, pl. TanaguansThese are humanoids with upswept eyebrows and 2-3 "V" shaped

    ridges on the forehead.

    Tellarite, pl. Tellarites

    Tellarites are heavy set humanoids, and their piglike faces gives

    them a vaguely porcine appearence. They are intensely aggressive,

    boisterous, and argumentative for no reason other than the pleasure of

    a good argument. They are not always considered entirely trustworthy.

    Talosian, pl. Talosians

    These are an ancient highly technological race of humanoids with

    large hairless craniums. They have tremendous psychic powers including

    telepathy and illusion.

    Tholian, pl. Tholians

    These beings appear to be red-gold, and almost crystaline entities

    with large triangular white-glowing eyes. They appear to exist in a

    very hot climate.

    Trill, pl. Trill

    The Trill are a joined species comprised of two separate but

    interdependent entities; the host and the symbiont. The host provides a

    humanoid body. The symbiont is an invertebrate, androgynous lifeform

    that lives within the host. It looks like a short, fat snake, a foot

    long lump of cranial and exoskeletal tissue. The humanoid hosts have

    an "M" shaped ridge on thier nose and forehead.Many centuries ago, the symbionts lived underground while the

    humanoids were on the surface. Due to an environmental disaster, they

    were forced to 'join' to survive. As time went on, this mutual support

    evolved into a biological interdependency. Now, at a certain point in

    the humanoid's life, in post-adolescence, some of the humanoids,

    although not all of them, are joined with a symbiont and two

    individuals become as one. They speak with one voice, which means you

    can't ask to speak with the symbiont or the host, only the combined

    lifeform. Although, it appears in some cases that the Trill becomes

    the active party, supervising the functions of the body. The host

    becomes a merely passive observer.

    The symbiont's life span is far longer than the host's and as a

    result one symbiont will be combined with several hosts during itslife. When a host dies, doctors surgically remove the symbiont, which

    then is reimplanted, burrowing itself into the new host.

    The result of this joining is often an serene character who brings

    a calm, centered voice to any discussion. It is possible that some of

    the personalities, memories, experiences, an so forth of some the

    symbiont's previous "lives" can come back to haunt them, or otherwise

    cause them problems.

    It is possible for the Trill entity to exist within another

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    species of humanoid than the normal host species.

    Troyan, pl. Troyans

    Humanoids with blue skin and white hair.

    Ullian, pl. Ullians

    This telepathic race appears humanoid, but for bulges in thetemple regions.

    Vian, pl. Vians

    These are a highly technological race of humanoids with large

    hairless craniums.

    Vulcan or Vulcanian, pl. Vulcans or Vulcanians

    Vulcans are an ancient race, proud, dedicated, loyal,

    honorable, and have a highly ritualized society devoted to logic and

    the suppression of emotions.

    Vulcans are different in physiology and psychology from

    Terrestrial Humans. They are Human-like in many respects, but in other

    ways they are totally different.The pointed ears are obviously efficient at gathering sounds from

    the thin Vulcan atmosphere. Vulcans are stronger than Humans, with a

    greater physical endurance. The Vulcan heart is located about where

    the Human liver sits in the abdominal cavity, thus implying a greater

    lung capacity. They have a higher metabolism than the Human norm.

    Vulcan blood chemistry is allegedly based on copper rather than

    iron, although there are other arguements that their blood merely has

    copper elements to it. Regardless, their blood has little or no

    sodium, and is a rich green color. This tends to give them a somewhat

    greenish-yellow complexion. Some sources have given the Vulcan heart

    rate as 242 BPM with a blood pressure of 80/40, implying larger blood

    vessels. However these same sources suggest that the green Vulcan

    blood is merely due to the presence of the chlorocurin protein in theblood, and not the copper elements.

    Vulcans tend to be tall and slender, with dark hair, although

    there are some blondes.

    Vulcan eyes are protected from the glare of the harsh Vulcan sun

    by a thin transparent membrane, much like a second eyelid. This eyelid

    also allows them to sleep with their eyes open.

    Finally Vulcans must return to their ancestral lands and mate

    every seven years as they under go the Ponn Farr. It may be assumed

    that this need is part of their culture, rather than truly a biological

    requirement, as it seems unreasonable that the inhabitants of Vulcan

    colonies, including Romulus would have to return to Vulcan to mate,

    although, they may have to return the the world they were born on.

    The name given to their home planet by human astronomers isVulcan, It is a harsh world, dry and hot, with higher gravity and a

    thinner atmosphere than Earth. These conditions have shaped the

    Vulcans' physical development.

    Vulcan's civilization and cultures are older than those of Earth.

    In their prehistory, Vulcans were tribal and warlike, at least as

    irrational, intensely emotional and savage as early Humans. They were

    aggressive, militaristic, and violent. At its height, this

    aggressiveness had allowed them to establish colonies on the planets of

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    distant stars. Finally though, their savagery had brought them to the

    last of the great wars that had all but destroyed their world. They

    were turned away from the final annihilation by the philosophies of

    Surak, the father of Vulcan Logical Thought. Surak introduced the

    philosophy of logic, and the suppression of the intense Vulcan

    emotions.

    Today's Vulcans do not express emotions, letting logical thoughtand rational decision-making rule their lives. Many Humans hold the

    misconception that Vulcans have no emotions. This is not true, but it

    is so widely believed that some Vulcans believe it themselves.

    Actually, Vulcans hold in their emotional reactions. They depend on

    mental discipline to keep their emotions from affecting their thinking

    and actions.

    This process is so much a part of Vulcan society, that it is

    automatic for Vulcan adults, even under great stress. In fact, the

    expression of emotion is considered to be in extremely bad taste in

    Vulcan society, where only a barbarian or mental defective would hink

    of such a thing. Although even sophisticated and well-traveled Vulcans

    find Human emotional expression baffling and somewhat distasteful,

    Vulcans who are exposed to human cultures are usually able to live andwork around the emotional species in situations where less

    sophisticated individuals might find intolerable. Nevertheless, even

    the most inexperienced Vulcan ought not show his dismay, preferring to

    avoid Human contact whenever possible. This distancing often gives

    them an aloof air, and so often Vulcans are intolerably rude by Human

    standards.

    The pacifist philosophy that led to the development of Logic has

    affected Vulcan culture in other ways as well. For example, Vulcans

    are cultural vegetarians, finding the idea of killing animals for food

    unacceptable. Generally, Vulcans will avoid killing except under the

    most extreme provocation, nor will they use "deadly force" against

    another living being. For this reason, Vulcans rarely carry arms,

    although a variety of martial art forms have been developed, and arestill taught, such as Tal Shaya, or "Merciful Execution," which can

    kill, or the Neck Pinch, which is used to stun. Some Vulcans have

    carried this pacifism to an extreme, believing that there is never any

    reason to kill any living being.

    The Vulcan pursuit of the logical ideal has led them to great

    accomplishments in both the sciences and the arts. Intellectual

    pursuits come naturally to Vulcans.

    They tend to be very private individuals, and dislike to be

    touched, not even to shake hands. Vulcans are very aware of their

    self-image, and the simple proprieties can assume an importance that

    may seem bewildering to outsiders. Vulcans have a great appreciation

    for beauty, even in the most simple things. Even their rituals have a

    simplicity and elegance to them.Another result of the intellectual/mystical/philosophical thrust

    of Vulcan culture is the development of their mental powers to a level

    matched by few other races. Centuries of psychic exercises and mental

    discipline have made the Vulcans capable of some remarkable mental

    feats. Many of these psychic feats are a regular part of the culture,

    with most Vulcans able to perform them to some degree. Among these is

    the Vulcan form contact telepathy, called the "Mind Touch."

    The discipline of the Kolinar is the mastery of self and emotion,

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    as well as these psychic feats, leading to a negation of the concept of

    "self."

    Central to "Vulcan Mysticism" are the concepts of NOME, or All,

    and IDIC, translated as "Infinite Diversity in Infinite Combinations."

    Zakdorn, pl. Zakdorn

    The Zakdorn, who may come from Qualar II, are a peaceful race

    whose culture reflects a calm assurance and confidence. They aremasters of organization and efficiency, methodical and fastidious.

    They have also been, for the last 9 millenium, acknowledged the masters

    of natural military strategy in the known galaxy.

    Physically, they are unimpressive. They are rotund and slightly

    twitchy, with pronounced baggy cheeks, jowls and facial folds.

    Zalkonians

    These humanoids have ripple-lapped foreheads and cheeks. They

    are evolutionaly near discorporeation.

    GOD-LIKE RACES

    These include such non-corporeal species as the Organians, the

    Dowd, the Q, the Metrons, Trelaine's people, Thasians, "the Companion,"

    the "Friendly Angel," and so forth.

    Treat the various super races in the table as gods without a need

    for worshippers (with one exception) and the representatives listed

    below as Avatars of those gods.

    "Q" Trelaine Apollo Organian/Dowd Metron

    God Status Greater Lower Lower Greater Lower

    Type Trickster War Pastoral Peace Simplicity

    Strength 12 15 18/27 10 12

    Intelligene 25 17 18 25 25Dexterity 13 15 19 10 12

    Wisdom 15 11 18 25 18

    Constitution 14 16 18 10 13

    Charisma 12 14 19 10 14

    Size 6' 6' 9' 6' 6'

    Magic Res. 100% 25% 25% 100% 25%

    Armor Class 10 2 0 10 10

    Hit Dice 15 5 17 1 5

    Hit Points 130 50 136 6 45

    "Q"

    The Q Continuum is a collection of super entities about whichpractically nothing is known. What information has been revealed is, at

    best, highly suspect, as the only member of "The Continuum" humans have

    so far dealt with has been a Trickster character.

    UNKNOWNS

    ?????

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      Short, furry humanoids. ("Journey to Babel")

    ?????

    Dark, pygmie-like humans. ("Journey to Babel")

    ?????

    Chubby humanoid with a three nostril nose, as well as pairs of dualhalf-inch circular openings on each side of the chin and forehead.

    They have one single-hole ear, and hair on the back half of the

    cranium. They may be Lyans. ("The Most Toys")

    ?????

    Reptillian, though females have well developed mammaries.

    Hairless, they have a yellowish skin, and the rear of the cranium

    extends back into a point. ("Unification", Emmisary")

    ?????

    Four armed humanoids for whom salt is a narcotic. May be

    called Filimase, and artistic species, with a home planet of

    Talemestra. ("Unification")

    ?????

    Small humanoid with a greenish insect-like face ("Future

    Imperfect")

    ?????

    Humanoids with respirator masks, large heads and robes. May

    be called Zaranites. (ST:TMP, ST:TVH)

    ?????

    Humanoids with grim, skull-like faces and an explosion of

    bushy hair that comes in black and white. May be called Kazarites.

    (ST:TMP)

    ?????

    Human-like with a tall cranium, and an insect/skull-like face with

    sharp folds on cheeks and large pointed ears. They have extremely long

    hads that appear to be almost flippers. They wear ornate, long-flowing

    clothes. may be called Betalgeusians (ST:TMP)

    ?????

    This humanoid has long yellowish/white hair, claws and a

    "beast" like face with a dark brown, barklike skin. They wear a

    sort of plate armor as part of their ceremonial garb. If they are

    called, as may be, Rigellians, they may be related to the large 7'

    tall race of warriors from Rigel. (ST:TMP)

    ?????

    Tall insect/stony faced humanoid with scaly forehead. May be

    called Megarite. (ST:TMP)

    ?????

    This race is roughly human shaped, and human arms peak out

    from thier robes, but they posess very large hairless, skull-like

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    faces and craniums. Thier skin is a pale yellow-green color. The

    may be called Aamazarites. (ST:TMP)

    ?????

    Humanoids with respirator masks, large heads and robes. May

    be called Xelatians. (ST:TVH)

    ?????

    Tall Humanoids with bulging foreheads and lon rearward sloping

    craniums. They have large, rearward sloping pointed ears. May be

    called Arkenites. (ST:TVH)

    ?????

    Reptiloids with splotchy, scaley skin. May be called Ariolo.

    (ST:TVH)

    ?????

    Humanoids with dark skin with white hair and white markings on

    their faces. May be called Efrosians. (ST:TVH)

    ?????

    White, vaguely walrus shaped beings with hair along the sides

    of their "painted doll" faces. May be called Arcadians (ST:TVH)

    ?????

    Reptile-like beings with thin necks, small heads, and a long snout.

    May be called Bzzit Khaht. (ST:TVH)

    ?????

    Large reptile like humanoids with dinosaurian heads. They

    have to tall ridges over the eyes running to the back of the head.

    May be called Kasheeta. (ST:TVH)

    ?????

    Gigantic humanoids, silver skinned, whose heads have horny growths

    running from their temples to their chins. (ST:TUC)

    ?????

    Large horned-toad humanoid, scaly, with horny growths around head,

    and its genetalia in the region of its knees. (ST:TUC)

    ?????

    7' tall simina with an orange pelt. (ST:TUC)

    -----------------------------------------------------------------------

    WE ARE BORG

    The Borg may be more than one humanoid species who have been

    transformed into a vast group mind, interconnected collective of

    cyborgs. The various Borg, and Borg vessels are interconnected through

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    a sub-space communications network. They are responsible for the

    destruction and "assimilation" of many civilizations. They have an

    extremely high technology level.

    BORG: Individual Humanoid unit

    STR: average to very (9-18+)

    DEX: average

    CON: average (special)

    INT: collective

    WIS: collective

    CHA: below average to others - not applicable to other Borg

    The individual fights as a fighter, saves as a mage. Borg

    technological powers that mimic fantasy spells are Teleport without

    Error, Shield, Protection from Normal Missiles, Tongues, Telepathy.

    Basically, Borg are powerful, and the GM should play them as he wishes.

    Just watch all the episodes with Borg first (skip the Hue episode).

    When reduced to zero hit points or integrity is compromised, Borgunit will explode. Borg unit must be completely disintegrated to

    prevent explosion.

    BORG Group Mind: Collective

    STR: nil

    DEX: nil

    CON: 25+

    INT: 17

    WIS: 22+

    CHA: nil

    The Borg collective mind is very intelligent, but not fast.

    However, it's wisdom (memory) is virtually infinite. Note that the Borg

    can recall and react to anything it has encountered before (i.e. attack

    works once, but within 3 rounds the borg have figured out a defense).

    All Borg work as a single organism (whether this is just on one ship or

    all the ships that make up a meta-organism is unknown), with each

    individual unit being part of the mechanism.

    A Borg can "summon" (similar to the spell) more borg as needed.

    The Borg can apparently teleport through the shields of a Galaxy Class

    starship.

    The Borg will abduct members of a race and "assimilate" them into

    the borg collective, gaining the knowledge and adding it to their

    wisdom.When the Borg collective is confronted with true magic, they will

    need some time to assimilate it into their knowledge base, then will

    formulate the appropriate defense and/or offense. Will the Borg stick

    to just technology or would magic become part of their repertoire?

    So now a few things to think about. Bringing the Borg to a fantasy

    world would be great for them. All those races to assimilate; yum, yum,

    yum. What would happen if they assimilated demons and devils? What if

    they assimilated great wizards, clerics, and psionicists? The

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    knowledge of magic and psionic power they could gain added to their

    technological knowledge would make them extremely powerful.

    -----------------------------------------------------------------------

    Article: 1853 of rec.games.frp.archives

    Path:

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    tmci.com!in1.uu.net!not-for-mail

    From: [email protected] (L.L. Cool Ranch Dressing)

    Newsgroups: rec.games.frp.archives

    Subject: RESOURCE: Trek Guide (2)

    Followup-To: rec.games.frp.misc

    Date: 3 Apr 1996 14:02:21 -0500

    Organization: Frostburg State University, Frostburg, MD

    Lines: 1088Sender: [email protected]

    Approved: [email protected]

    Distribution: world

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    -----------------------------------------------------------------------

    THE PEOPLE

    Strength Constitution Dexterity Intelligence Wisdom CharismaKirk 14 14 16 16 12 18

    Spock 19 16 15 20 20 15

    McCoy 11 11 16 15 13 16

    Scott 12 12 13 15 14 12

    Sulu 13 13 16 16 15 15

    Checkov 13 12 14 14 12 13

    Uhara 11 12 16 15 15 16

    Chapel 9 10 14 14 11 14

    Presented below are three sets of stats for the people of Star

    Trek: The Next Generation because of the various interpretations.

    Choose the one that seems the most appropriate.

    Strength Constitution Dexterity Intelligence Wisdom Charisma

    Picard 14 15 15 17 18 17

    Riker 15 17 16 16 14 17

    Data 23 -- 25 25 -- 14

    Worf 18/00 18 14 14 10 10

    Geordi 13 14 15 17 13 13

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    Troy 10 11 13 13 17 17

    Beverly 10 12 13 16 13 16

    Wesley 12 14 15 18 19 12

    Strength Constitution Dexterity Intelligence Wisdom Charisma

    Picard 12 15 14 16 17 16Riker 13 14 12 14 12 14

    Data 25 -- 25 25 -- 10

    Worf 18/00 16 14 12 10 12

    Geordi 12 14 15 14 10 11

    Troy 09 13 14 14 13 15

    Beverly 10 12 13 15 13 15

    Wesley 12 14 14 18 12 13

    Strength Constitution Dexterity Intelligence Wisdom Charisma

    Picard 12 15 13 16 17 16

    Riker 13 14 14 14 12 14

    Data 23 -- 25 25 -- 13

    Worf 18/00 16 14 12 10 12Geordi 12 14 15 14 10 11

    Troy 09 13 14 14 13 15

    Beverly 10 12 13 15 13 15

    Wesley 12 14 14 20 12 9

    Presented below are two sets of stats for the people of Star Trek

    because of the various interpretations. Choose the one that seems the

    most appropriate.

    Strength Constitution Dexterity Intelligence Wisdom Charisma

    Kirk 12 14 14 15 12 17Spock 17 15 13 18 20 11

    McCoy 10 10 14 15 13 15

    Scott 11 10 12 16 14 11

    Uhura 10 11 16 16 15 15

    Checkov 12 11 12 15 12 15

    Sulu 12 11 16 15 15 14

    Chapel 11 10 13 12 11 13

    Strength Constitution Dexterity Intelligence Wisdom Charisma

    Kirk 14 14 16 16 12 18

    Spock 19 16 15 20 20 15

    McCoy 11 11 16 15 13 16Scott 12 12 13 16 14 12

    Uhura 11 12 16 15 15 16

    Checkov 13 12 14 14 12 13

    Sulu 13 13 16 16 15 15

    Chapel 9 10 14 14 11 14

    Presented below is a set of stats for the people of Star Trek:

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    Deep Space Nine.

    Strength Constitution Dexterity Intelligence Wisdom Charisma

    Sisko 13 14 12 15 15 15

    Kira 14 15 13 14 10 14

    Dax 10 15 13 19 19 14Odo * * * 15 15 9

    M. O'Brien 15 14 16 15 14 12

    K. O'Brien 9 14 13 15 12 15

    Quark 12 17 17 13 12 10

    Bashir 12 12 14 16 11 14

    * Odo's physical characteristics change with the form he's in.

    A Look at Spock's PSI

    PSP: 111

    2 Disciplines: Telepathy Clairsentience

    3 Sciencs: Mindlink Sens to Psi Impressions

    Probe

    10 Devotions: Contact ESP

    False sensory input Mind Bar

    Post Hypnotic Suggestion Send Thoughts

    Radial Navigation

    3 Defenses: Intellect Fortress Mental Barrier

    Mind Blank

    -------------------------------------------------------------------------

    --

    A FEW WEAPONS OF STAR TREK

    ----------

    Phaser

    ----------

    There are two types of phasers: Phaser I and Phaser II. Phaser I

    does not have a handle and can fit easily in the palm of the hand. The

    hydrogen energy cell in a Phaser I holds 50 charges. Phaser II is

    larger and has a handle. The two hydrogen energy cells in a Phaser II

    holds a total of 100 charges.

    Type Range Charges

    Phaser I 5/10/15 50 Range is given in

    Phaser II 10/20/30 100 tens of yards.

    A phaser is different than other weapons in that it has a setting

    controls that allows various forms of damage.

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    SPREAD:

    Normal - The wielder makes a normal "to hit" roll.

    Wide - The wielder doesn't make a normal "to hit" roll. Instead, thetarget makes a saving throw vs. paralyzation to avoid being hit. This

    saving throw is made at a bonus of +2 if the weapon is used at medium

    range, or +5 if the target is at long range.

    SETTING:

    The number following the setting is the number of charges that

    will be drained from the battery per hit. Wide-spread attacks will

    drain twice the number of charges per person affected. The setting are

    as followed:

    Stun (1) - Target must make a successful saving throw vs. wands or berendered rigidly immobile for 5d4 rounds. A save indicates that the

    stun didn't affect the character this time. The ray from this setting

    is blue.

    1 (2) - Target suffer 1d10 points of damage, save vs. wands for half

    damage. The ray color from settings 1 through 10 are various shades of

    red (1 being light red, and 10 being dark red).

    2 (3) - Target suffer 2d10 points of damage, save vs. wands for half

    damage.

    3 (4) - Target suffer 3d10 points of damage, save vs. wands for half

    damage.

    4 (5) - Target suffer 4d10 points of damage, save vs. wands for half

    damage.

    5 (6) - Target suffer 5d10 points of damage, save vs. wands for half

    damage.

    6 (7) - Target suffer 6d10 points of damage, save vs. wands for half

    damage.

    7 (8) - Target suffer 7d10 points of damage, save vs. wands for half

    damage.

    8 (9) - Target suffer 8d10 points of damage, save vs. wands for half

    damage.

    9 (10) - Target suffer 9d10 points of damage, save vs. wands for half

    damage.

    10 (12) - Target must save vs. death magic or die.

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    Maximum (14) - This setting causes matter to vanish. It affects even

    matter (or energy) of a magical nature. Disintegration is

    instantaneous, and its effects are permanent. Anything within the 10' X

    10' X 10' cube is obliterated. A thin, green ray (no wide-spread

    attack) causes physical material affected to glow and vanish leaving no

    trace.

    Overload (all) - This setting causes the phaser to build up energy that

    surpasses safety parameters until it explodes destroying the phaser.

    Phaser I has a blast radius of 25 yards and does 5d10 points of damage

    to living things in the blast radius. Phaser II has a blast radius of

    50 yards and does 5d20 points of damage to living things in the blast

    radius.

    ----------

    Phaser TNG

    ----------

    Type Range Charges SettingsType Ic 5/10/15 50 1-3

    Type I 5/10/15 50 1-8

    Type II 10/20/30 150 1-16

    Type III 20/40/80 225 1-16

    Range is given in tens of yards. Type Ic is a civilian model. Type III

    is a rifle.

    A phaser is different than other weapons in that it has a setting

    controls that allows various forms of damage. Also, the weapon has an

    automatic timer.

    SPREAD:

    Normal - The wielder makes a normal "to hit" roll.

    Wide - The wielder doesn't make a normal "to hit" roll. Instead, the

    target makes a saving throw vs. paralyzation to avoid being hit. This

    saving throw is made at a bonus of +2 if the weapon is used at medium

    range, or +5 if the target is at long range.

    SETTING:

    The number following the setting is the number of charges that

    will be drained from the battery per hit. Wide-spread attacks will

    drain twice the number of charges per person affected. Each setting has

    a unique sound. The setting are as followed:

    Light Stun (1) - Target must make a successful saving throw vs. wands

    or be rendered rigidly immobile for 1d6+4 rounds. A save indicates that

    the stun didn't affect the character this time. The ray from this

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    setting is blue.

    Medium Stun (2) - Target must make a successful saving throw vs. wands.

    Success indicates that the target is rendered rigidly immobile for

    3d6+2 rounds. Failure indicates that the target is rendered rigidly

    immobile for 1d6+2 rounds. The ray from this setting is blue.

    Heavy Stun (3) - Target must make a successful saving throw vs. wands.

    Success indicates that the target is rendered rigidly immobile for

    3d10+10 rounds. Failure indicates that the target is rendered rigidly

    immobile for 3d6+2 rounds. The ray from this setting is blue.

    1 (4) - Target suffer 1d10 points of damage, save vs. wands for half

    damage. The ray color from settings 1 through 10 are various shades of

    red (1 being light red, and 10 being dark red).

    2 (5) - Target suffer 2d10 points of damage, save vs. wands for half

    damage.

    3 (6) - Target suffer 3d10 points of damage, save vs. wands for halfdamage.

    4 (7) - Target suffer 4d10 points of damage, save vs. wands for half

    damage.

    5 (8) - Target suffer 5d10 points of damage, save vs. wands for half

    damage.

    6 (9) - Target suffer 6d10 points of damage, save vs. wands for half

    damage.

    7 (10) - Target suffer 7d10 points of damage, save vs. wands for half

    damage.

    8 (11) - Target suffer 8d10 points of damage, save vs. wands for half

    damage.

    9 (12) - Target suffer 9d10 points of damage, save vs. wands for half

    damage.

    10 (13) - Target suffer 9d10 points of damage, save vs. wands for half

    damage.

    11 (14) - Target must save vs. death magic or die.

    12 (15) - Target instantly dies.

    Maximum (16) - This setting causes matter to vanish. It affects even

    matter (or energy) of a magical nature. Disintegration is

    instantaneous, and its effects are permanent. Anything within the 10' X

    10' X 10' cube is obliterated. A thin, green ray (no wide-spread

    attack) causes physical material affected to glow and vanish leaving no

    trace.

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    Overload (all) - This setting causes the phaser to build up energy that

    surpasses safety parameters until it explodes destroying the phaser.

    Type Ic has a blast radius of 25 yards and does 5d10 points of damage

    to living things in the blast radius. Type I has a blast radius of 50

    yards and does 5d20 points of damage to living things in the blast

    radius. Type II has a blast radius of 100 yards and does 10d20 points

    of damage to living things in the blast radius. Type III has a blastradius of 150 yards and does 20d20 points of damage to living things in

    the blast radius.

    OTHER WEAPONS OF NOTE

    Betleh - Use of this weapon requires two skill slots to use. The

    Betleh is such a complicated and versatile weapon, that the users gets

    a number of options with it in combat. The character gets the downswipe

    hack with a speed of 9 damage of 2d8/4d4. One other benefit from the

    betleh is that it is a natural parrying weapon, so it counts as ashield in melee combat (remove the AC bonus when in the process of

    making a downswipe hack, as the warrior is busy with the windup for the

    attack until 9 segments later).

    A third proficiency spent on betleh gives access to both slashing

    and jabbing attacks, at speed of 5 with damage of 1d8/1d6 and speed of

    3 with damage of 1d4/1d4, respectively.

    How this works in combat is that the warrior with his betleh at

    the ready has until his initiative number to decide how he will attack,

    whether he needs speed over damage, and allows a little more role-

    playing flavor.

    -----------------------------------------------------------------------

    HISTORY OF FANTASY TREK ITEMS

    TELEPORTER HISTORY

    The original sea vessel, the Starfish Enterprise, under the

    command of James T. Smirk (see note 1), had a magical item called

    Transportation Beam. It was a small splinter of wood, the size of a

    tooth pick, which, when the command word was said, grew to a fully

    sized wooden beam with legs. The legs allowed the beam to walk on land

    or paddle in water. Up to four people could sit on the beam, and it hada carrying capacity of 500 pounds.

    To command a Transportation Beam, the user usually says "beam me

    xxx, Scotty", where xxx is a compass direction, and Scotty is the

    activation word. Another possibility is "beam me to the ship, Scotty".

    Note that the beam cannot fly, and the phrase "beam me up, Scotty" has

    never been actually heard, contrary to common misconception. If the

    beam is in compressed form, it expands once the command is said and can

    be used. If it's already in full size, it just takes the new direction.

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    When all users dismount the beam, it shrinks back to tooth pick size.

    The Starfish's namesake, the jamming Starship Enterprise, didn't

    include such a powerful device, but the transportation methods used on

    the ship gave the term "beaming" a whole new meaning. Apparently the

    crew of the Starship Enterprise heard about the usefulness of a beam

    for transportation, and did their best to make use of beams for this

    purpose. The effort was headed by captain Fab-Look Picard, who was agreat believer in "the old ways".

    The first use of a beam for transportation was simple. If you want

    to get quickly to the surface of a planet, what's faster than jumping

    off the ship? Of course few people would do it of their own free will,

    but after being knocked unconscious by a large beam, they wouldn't

    argue any more, and it was easy to throw them overboard. Only ensigns

    travelled this way, but even this stopped after the captain was called

    to Star Freaks command, and was told that this is The Next Generation,

    and ensigns should be treated differently. Of course keeping all

    ensigns alive seemed abhorrent to the captain, as it contradicted "the

    old ways".

    Some time later a psionicist was brought on board. As it happened,

    this was a turn for the better. Being a Psychoportation specialist, heknew the Teleport Other science. It wasn't long before Sharky

    La-George, the chief engineer, discovered a use for this power - they

    didn't have to bring the ensigns on deck in order to drop them to the

    planet, but could just teleport them outside the ship, where they

    wouldn't have anything to cling to, and would fall to the planet below.

    Certainly saves a lot of carrying.

    After a month or two of this, a brilliant ensign brought up the

    idea that Teleport Other can actually bring them to the surface of the

    planet. He was quickly awarded the first opportunity to try this new

    idea. The Teleport worked perfectly, and the ensign landed inside an

    active volcano. Of course it took some time to find out what happened,

    as there was no means of communication with the ensign, and teleporting

    was only one way.It should be noted that all this time the beaming process

    continued to be in use. Apparently unconsciousness was needed before

    the Teleport Other power would work (see note 2). The term "beaming"

    was used to describe all transportation methods involving hitting

    someone on the head with a beam.

    As mentioned before, teleporting the ensigns to the surface had

    some problems. It turned out that viewing the planet from distance

    didn't give the psionicist a good enough idea of the target, and as a

    result the landing sites varied considerably. As the ship was close to

    running out of ensigns, a considerably better method was needed.

    Eventually the psionicist remembered that he had Clairvoyance.

    This really helped, and in no time they were beaming people accurately

    to the surface.At this time they hit idea that they could construct a psionic

    item capable of transportation. It took several months, and thanks to

    the multi-talented psionicist and the great plans of La-George, it

    became the unique piece of engineering we all know (if we read note 3).

    The Teleporter, as the device was called (after Transportation Gizmo

    was rejected), made the Enterprise the most well known of Star Freaks'

    ships, and in no time it started doing special "peace keeping" and

    "scientific exploration" missions for Star Freaks (see note 4).

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      But there was one basic problem with the Teleporter - it only

    worked one way. Teleporting back to the ship was problematic. Initially

    teleportation devices were built on the planets to allow transportation

    back to the ship, but these took a lot of time and effort to build.

    Lately there has been new research into the Teleport Here power

    (see note 5), and new devices are promised to be released "by the end

    of fall", which probably means "when the Romulan empire falls", or"once we stop falling in this bottomless pit".

    Note 1: Captain Smirk's full name is James Tea Smirk. As the story

    goes, the pregnant Mrs. Smirk was sitting at the dinner table next to

    Mr. Smirk when suddenly she started making all sorts of "Oh", "Ooh",

    "Aaahhh" and "Eeeh" sounds. "Are you okay?" asked Mr. Smirk. "I'm fine.

    Do you want a cup of tea? I'll bring you one," answered Mrs. Smirk,

    when all of a sudden little baby Smirk slid from her womb effortlessly,

    and landed on the floor, head first. "Nice tea," said Mr. Smirk, "I

    wonder what you would have given me if I wanted coffee." And the name

    stuck.

    Note 2) While the power description of Teleport Other states that awilling character can be teleported, most simple minded folks have an

    aversion to being disintegrated and reintegrated in another place

    (which is a common misconception about the working of teleportation),

    and therefore are never fully willing to be teleported, even if they

    say they are. The problem is even more acute with ensigns, for some

    reason. Because of this problem, a lot of psionicists still don't know

    that the Teleport Other power can be used on conscious people.

    Therefore beaming (and general clubbing) is still very common among the

    users of this power.

    Note 3: See "Teleporter" article.

    Note 4: Read "conquering and pillaging" and "treasure hunting".

    Note 5: See "Teleport Here" article.

    CAPTAIN'S LOG HISTORY

    Ship captains have always had the urge to record their

    experiences. In the old days, before the wondrous inventions of quill

    and papyrus, these events were recorded by carving them on blocks of

    wood, i.e. logs. It is said that the famous explorer, the wizard known

    as Mage Lan, once made a trip around the world, and ran out of logs. He

    then went on to dismantle several ships in his fleet just to providelogs for recording the rest of his voyage (several of these logs were

    used to describe the dismantling of the ships).

    These logs were wildly known as captains' logs. Later, at the time

    of the five kingdoms, collectively known as Star Feet, the phrase

    Captain's Log referred to one special item, belonging to the well known

    ship, the Starfish Enterprise. However with the fall of the Star Feet

    confederation, the Log was lost, and its current location is unknown.

    The Captain's Log was a wooden log, similar to other logs in

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    appearance, although the enchantments laid on it made it very special.

    First of all, it had the ability to convert speech into carvings, thus

    recording the words of its owner. Moreover, once the log was fully

    carved, the whole carving was shrunk down to one small mark, allowing

    carving to continue on an almost blank log. The writing could then be

    recalled by pressing the mark. Marks were laid out along the

    circumference at the lower part of the log. The marks were made ingroups of five, with four vertical marks, and the fifth crossing these

    first four.

    The log also had powers similar to the Ring of Human Influence,

    but more limited. In addition to raising the captain's Charisma to 18

    on encounter reactions, the captain could also make a Suggestion to any

    human or humanoid serving as an ensign on the ship. The log had no

    Charm power. Note that the Captain's Log is enchanted in such a way

    that only ship captains can use its powers. The only power usable by

    others is the ability to recall entries in the log.

    As usual, the Starship Enterprise, which became the star ship in

    the Star Freaks organization, had its own Captain's Log. Captain Fab-

    Look Picard, always a follower of "the old ways", and keeper of antique

    comic books, such as those detailing the adventures of the greatepileptic barbarian Shake Spear, was fascinated by the idea of the log.

    He ordered a stock of logs, and started carving them. This made Foo D.

    Replicator, the ship's chef, quite annoyed, as Fab-Look was using his

    knife collection for that purpose. Still, he kept quiet about it. No

    use complaining - the captain will just force him to have a session

    with Deanna Troll.

    But it was Picard himself who decided to stop carving. It was

    simply too much work. Comic books made it look so easy. He couldn't

    understand how the captains of old had the patience for this. And when

    a splinter went into his palm, it was the last straw. He decided to

    gather the crew for a brainstorming session. Eventually the captain

    came up with an idea - something which will not be a lot of work for

    him, yet will allow him to use a log.The next day, a young ensign reported to the captain's chambers.

    Holding a quill and papyrus, he wrote down everything that Fab-Look

    told him. When he began to slow down, the captain took his log, and hit

    him on the head with it. Unfortunately, because the captain was so

    experienced in beaming, but not so in logging, he caused the ensign to

    lose consciousness. Even after several days of practice he just

    couldn't get the hang of it, so he eventually went on to hit the ensign

    on his legs. This improved the situation considerably.

    The problem was that the ensign developed walking problems, for

    some reason. The ship's doctor suggested that hitting the ensign with a

    log caused the problem, but since the captain was hooked on the idea of

    logging, he decided that the solution would be to have an ensign in

    every place he wants to make a log entry (as he called it). This waythey wouldn't have to follow him everywhere, so that walking wouldn't

    be such a problem.

    This continued for a few years. In the meantime the Transporter

    was created, and Picard was introduced to the power of psionics. The

    first application of psionics and logging was a log which could hit

    someone without the need for the guiding hand of the captain (note 2).

    This certainly made the captain's job easier. It was a nice

    implementation of the powers of the original Captain's log in that it

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    not only allowed the captain to produce written documents of his

    experiences, without lifting a finger, but it also allowed him to use

    "suggestion" on the crew.

    But it was only after the great Og epidemic (note 1), prompted by

    a visit from The Few, reduced the ensign population considerably, that

    psionic means were used to create a new non-violent item (note 2). It

    was actually created even before that, outside the Enterprise, butPicard only became aware of it at this time. Note that this psionic

    Captain's Log was created some time after the events described in the

    Transportation Beam article.

    The psionic log has caught on rather well, because of its

    simplicity compared to the Transporter, for example. Currently a log is

    being installed at space station Deep Shit 9 (note 3), and more are

    planned for other well known space installations.

    Note 1: The Og epidemic initially caused ensigns on the ship to be

    polymorphed into hogs, and later dogs. The situation really

    deteriorated when they started turning into cogs, and horribly peaked

    when one ensign turned into a bog, totally stinking the Hollow Deck.

    Mind you, the hogs did like it. Surprisingly, only one ensign turnedinto a log, but that was enough to remind the captain that something

    had to be done about the logging situation.

    Note 2: See the "Psionic Log" article.

    Note 3: When the commander of the station arrived at the location, her

    first comment was "looks like I'm in deep shit". The name Deep Shit

    seemed to become popular, especially as it turned out that the station

    suffered from frequent problems, often on a weekly basis. Star Freaks

    command got annoyed with the name, and it was admiral Punkt who

    answered: "Deep Shit? Nein! I vill not have zis kind of talk. Zis iz a

    very gut station." So Star Freaks command decided to call the station

    officially "Deep Shit? Nein!", to show their belief in the future ofthe station. Unfortunately for them, people outside Star Freaks command

    just call it Deep Shit 9.

    The psionic log has evolved with time. Presented here are three

    versions of the log, from the earliest effort to the latest.

    Floating Log

    Powers: Telekinesis (12)

    PSPs 12

    Int 9Ego 3

    Alignment LN

    Description: The floating log is a wooden log, three pounds in

    weight.

    Origins: This was the first psionic log created. It was designed

    to save captain Picard the need to lift a log and hit his ensigns with

    it.

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      Use: On command, the log will lift itself into the air, and hit an

    ensign on his knees. The ensign is either selected randomly, or by the

    captain.

    Other uses: The log is also used to make "suggestions" to the

    crew. This is usually done by placing the log above a crew member's

    head, and then making the suggestion. Of course, there's usually not

    much use for this when it comes to the crew, as Picard is the captain,and can command them to do his wishes. It can still be handy at times,

    though.

    There's also another use for the log. When the captain is alone in

    his room, he always likes to drink a cup of coffee (note 1). The

    floating log is great at saving him the effort of actually getting out

    of bed to take the cup.

    Attack Log

    Powers: Telekinesis (10), Ballistic Attack (8), Molecular Agitation(13)

    PSPs 28

    Int 11Ego 7

    Alignment LN

    Description: The attack log is very small, just 1 pound in weight.

    Perhaps the term "log" is not the most suitable in this case, but it

    fits the purpose of this item.

    History: The floating log proved its usefulness when the senile

    chief engineer of the Exitprise (note 3) came to visit. He continually

    disturbed the work on the ship, until for some reason his leg was hit

    by the floating log (note 4). He was then confined to his quarters by

    the ship's doctor. Fab-Look then got the idea of using a log to get rid

    of unwanted personnel. The attack log was then invented, to improve on

    the floating log, which apparently was effective only on old senilepeople (note 5).

    Use: Upon command, the log will hurl itself at an enemy (or

    ensign, as the case may be). The log has THAC0 15, and causes 1d6

    points of damage.

    Other uses: Since a new log was to be created, Picard decided to

    enhance its coffee serving abilities. The Molecular Agitation power now

    allows the log not only to serve the coffee, but also to heat it up

    (note 6).

    Memory Log

    Powers: Worm Drive - Read (14) Write (10), Tattoo (12) (note 7),Body Control (9), Complete Healing (13)

    PSPs 40

    Int 14

    Ego 10

    Alignment LG

    Description: The memory log is about 8 inches in diameter, and

    about one feet in height. Its surface is completely smooth.

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      History: This item was actually developed off the Enterprise,

    which accounts for its lack of any coffee making power, or, for this

    matter, any ensign "encouragement" power. While it was later installed

    on the Enterprise, Picard still keeps his old attack log.

    Use: When the captain uses the phrase "captain's log", the log

    will start memorizing his words until it hears the words "end entry".

    The log will then use the Write power to save the memory. When asked torecall a memory, the log will Read it and use Tattoo to inscribe it on

    its surface. The log can also recite the memory instead of inscribing

    it.

    The Body Control and Complete Healing powers are used to keep

    the log from harm, and allow it to be used even in hostile

    environments. Of course, most Star Freaks captains will never get near

    a hostile environment if they can help it, so these powers are rarely

    used.

    Other uses: Captain Picard also uses the log as an answering

    machine, leaving it in his room with a message, and an instruction to

    read it if someone knocks on the door, and possibly to remember their

    message.

    Note 1: Coffee is a drink made of the droppings of the Flandersburg

    bird. The name comes from Cof-fee - what a Cof earns for a day's work.

    Cofs served their masters at the land of Burnzia, for the small fee of

    heating material, in the shape of Flandersburg droppings. When they

    were "liberated" by Star Freaks, the Cofs decided to show their

    "gratitude" by putting this heating material in a drink. Frankly, it

    doesn't taste that good, but Star Freaks members always like to show

    that they are men of the universe, and therefore continue to eat and

    drink any foul food and drink they encounter (note 2).

    Note 2: Giving foul foods to Star Freaks members is a common custom

    amongst most intelligent races. The Clingons, for example, are well

    know for the disgusting foods they share with Star Freaks members. Ofcourse on most other occasions Clingon food is considered a delicacy.

    This custom is meant to discourage Star Fre